Page 179 - Serpent Kingdoms
P. 179
ADVENTURES
THE SETTLEMENT This structure appears to be a larger version of the stan-
The PCs should be able to move around freely as long as they dard stone residences within these ruins. The exterior of the
take care to minimize the noise they make. Because khaastas building is made of dark-colored stone and decorated with
fi ght amongst themselves periodically, minor disturbances do prominent engravings of snakes and other lizards.
not immediately alarm the khaasta leader. A signifi cant amount
of noise, however, causes him to dispatch four khaastas to inves- Creatures: Three khaastas stand guard outside this sarrukh
tigate the disturbance. residence. Because the group has been exploring this ruin for
Because they have been sheltered from looters and the ele- the better part of a week without incident, the guards here
ments, the structures within the hill have been well preserved. have grown lax. Thus, unless the characters draw attention to
Most are two-room dwellings made of stone, their outer walls themselves in some way, these khaastas detect them only with a
decorated with carved images of intertwined snakes or upright, successful DC 20 Spot check.
walking serpents. The average house still contains 1d8 works of Khaastas (3): hp 19, 20, 25; see Fiend Folio page 115.
art, statues, rugs, or other ornaments of value (DM’s choice), Tactics: The guards are initially disorganized and simply
each worth 3d20 gp on the open market, or twice that amount attack the fi rst PCs they can engage. If they survive more
to anyone interested in antiquities. than 2 rounds, they seek to gain support by withdrawing to the
nearest position controlled by other khaastas.
1. Entrance (EL 5) Development: This structure encompasses more than 3,000
square feet in six large rooms. The valuables have already been
The entrance hole is partially concealed by foliage from anyone looted and brought to area 5.
more than 20 feet away, but the two khaasta guards can be
spotted normally. 3. Fountain (EL 5)
Two scaly creatures resembling human-sized lizards stand This plaza once served as a public gathering place for the
atop this hill, their eyes scanning the horizon. sarrukh.
Creatures: The two khaastas on guard on the hilltop are assigned Water trickles from a vaguely humanoid-shaped fountain
to alert their comrades below to any potential intrusion as well encrusted with layer upon layer of rock-hard minerals in
as to defend the entrance. the center of this stone plaza. Stone benches and purple
Khaastas (2): hp 19, 21; see Fiend Folio page 115. phosphorescent clumps of fungus surround the fountain
Tactics: Unless fi rst silenced, one of the khaastas barks a in an artful array. Two bipedal, lizardlike creatures stand
warning into the hole, then rushes to attack the party. If out- guard over the plaza.
numbered, the two are happy to fi ght the fi rst party members
that approach them. Creatures: The two khaastas stationed here attack anyone ap-
If one of the khaastas falls in combat, or if they both fall proaching them.
below one-half their original hit points, or if the battle lasts Khaastas (2): hp 20, 22; see Fiend Folio page 115.
more than 4 rounds, one guard drops a gong into the chamber Tactics: If these guards were not previously aware of the
below, alerting those within to imminent enemy penetration. party, they immediately withdraw to area 5. If they have al-
Should this alarm sound, the khaastas stationed within the ready received warning of imminent invasion, they try to lure
ruins move to reinforce the area around the entrance and ready the characters to area 4 by taking a circuitous route that leads
themselves for combat. through there and eventually ends up in area 5.
Development: Once the guards have been defeated, the PCs Development: Despite the fact that the sarrukh have not
can enter the ruins. The entry hole is 5 feet in diameter and been active here for more than 30,000 years, this fountain con-
extends 15 feet down through the earth before opening into tinues to pump water. Mineral deposits have formed a hard crust
a large, dark cavern. The spot marked “1” on the map is the over the marble serpent statue, making it impossible to discern
point on the cavern fl oor (200 feet below) that is directly un- its original form. The pool that the water fl ows into has fared
derneath the entrance. Since this spot lies slightly behind the much better than the statue, as have the benches that encircle
main portion of the ruins, only the khaastas in areas 2 and 3 the fountain. The water is potable and possesses no magical or
are permitted Spot checks to notice the party descending. otherwise unusual properties.
Treasure: The mineral-covered statue is crafted of white
2. Large Residence (EL 6) marble. Although it weighs 500 pounds, it would fetch 2,000
gp on the open market or twice that amount from anyone
The khaastas have been using this house as a guardpost to watch interested in antiquities.
the entrance hole and the nearby tunnel.
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